Akatsuki
Revision as of 07:03, 23 January 2017 | Revision as of 05:23, 31 January 2017 | |||
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|Upgrades=<!-- write text about best upgrades below --> | |Upgrades=<!-- write text about best upgrades below --> | |||
? | Most of the upgrades ''Akatsuki'' captains will equip are pretty self-explanatory; there isn't a lot of variety available to significantly improve her performance. [[Ship:Upgrades#Tier_I.2B_Equipment_.28Slot_1.29|Upgrade Slot 1]] is best filled with Main Armaments Modification 1. Most captains will opt for Aiming Systems Modification 1 in [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]], but Main Battery Modification 2 is also a decent choice. When combined with Tier 1 commander skill | + | Most of the upgrades ''Akatsuki'' captains will equip are pretty self-explanatory; there isn't a lot of variety available to significantly improve her performance. [[Ship:Upgrades#Tier_I.2B_Equipment_.28Slot_1.29|Upgrade Slot 1]] is best filled with Main Armaments Modification 1. Most captains will opt for Aiming Systems Modification 1 in [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]], but Main Battery Modification 2 is also a decent choice. When combined with Tier 1 commander skill Basic Firing Training, the impact to ''Akatsuki''’s reload time is negligible while the improvement to her turret rotation is notable. Propulsion Modification 1 is the number one pick for [[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|Upgrade Slot 4]] in order to protect ''Shiratsuyu''’s mobility; Propulsion Modification 2 is recommended in [[Ship:Upgrades#Tier_VI.2B_Equipment_.28Slot_5.29|Upgrade Slot 5]] for similar reasons. | |
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> |
Revision as of 05:23, 31 January 2017
127 mm/50 3rd Year Type on a Type B mount3 х 2 pcs. |
Rate of Fire8 shots/min. |
Reload Time7.5 sec. |
Rotation Speed6.9 deg./sec. |
180 Degree Turn Time26.09 sec. |
Firing Range9.43 km. |
Maximum Dispersion92 m. |
HE Shell127 mm HE Type1 |
Maximum HE Shell Damage2,150 |
Chance of Fire on Target Caused by HE Shell9 % |
Initial HE Shell Velocity915 m./s. |
HE Shell Weight23 kg. |
AP Shell127 mm AP Type0 |
Maximum AP Shell Damage2,200 |
Initial AP Shell Velocity915 m./s. |
AP Shell Weight23 kg. |
610 mm Triple3 х 3 pcs. |
Rate of Fire0.86 shots/min. |
Reload Time70 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType8 mod. 2 |
Maximum Damage16,267 |
Torpedo Speed59 knot |
Torpedo Range9.99 km. |
127 mm/50 3rd Year Type on a Type B mount3 х 2 pcs. |
. . . Average Damage per Second30.3 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a single mount4 х 1 pcs. |
. . . Average Damage per Second7.2 |
. . . Firing Range2.49 km. |
Maximum Speed38 knot |
Turning Circle Radius640 m. |
Rudder Shift Time4.5 sec. |
Surface Detectability Range7.16 km. |
Air Detectability Range3.02 km. |
Akatsuki — Japanese Tier VII destroyer.
This ship belonged to the "special type" series of destroyers. In contrast to Fubuki-class ships, she had more efficient propulsion and boasted a substantially higher speed.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
In many ways, Akatsuki is a side-grade from Fubuki. She is largely the same as her immediate predecessor, with a few minor improvements.
Chief among these is a notable increase in her top speed. One of Fubuki’s more irksome negatives is her maximum speed of 35 knots; Akatsuki’s top speed bumps up to 38 knots. Her handling characteristics are almost the same as Fubuki as well, retaining her turning circle radius while losing time on rudder shift. Also improving is Akatsuki’s main battery. Though her guns are not her main damage dealer, she picks up two more barrels via an additional turret on the aft end of the ship. This makes her a more significant threat when she does decide to open up with her guns. The turrets themselves are the same as those on Fubuki, and they reload a little faster.
Akatsuki’s primary armament is in the same configuration as Fubuki’s — three triple-tube torpedo launchers — while having access to slightly better torpedoes in terms of damage. Her detection radius is slightly higher than her immediate predecessor's as well, so captains will have to be a touch more cautious in their positioning when there are enemy gunboat destroyers — such as Mahan or Kiev — in the mix. She is as vulnerable to enemy aircraft as most other destroyers as well, so when and enemy carrier is present, cautious play is recommended.
While Akatsuki is not a huge upgrade from Fubuki, the upgrades she does get are key to allowing her to remain competitive in her tier.Pros:
- Three triple-tube torpedo launchers give her enormous flexibility.
- Six main battery guns give Akatsuki a much nastier punch in gunfights than Fubuki.
- Excellent top speed.
- Good overall handling characteristics; veterans of Fubuki will feel comfortable maneuvering their new ship.
Cons:
- Large detection radius is a significant handicap.
- Anti-aircraft suite is as weak as captains playing through the line have come to expect.
- Health pool is on the low end for Tier VII destroyers.
- Lacks access to the Torpedo Reload Booster consumable that Shiratsuyu gets.
Research
Optimal Configuration
Upgrades
Most of the upgrades Akatsuki captains will equip are pretty self-explanatory; there isn't a lot of variety available to significantly improve her performance. Upgrade Slot 1 is best filled with Main Armaments Modification 1. Most captains will opt for Aiming Systems Modification 1 in Upgrade Slot 2, but Main Battery Modification 2 is also a decent choice. When combined with Tier 1 commander skill Basic Firing Training, the impact to Akatsuki’s reload time is negligible while the improvement to her turret rotation is notable. Propulsion Modification 1 is the number one pick for Upgrade Slot 4 in order to protect Shiratsuyu’s mobility; Propulsion Modification 2 is recommended in Upgrade Slot 5 for similar reasons.
Commander Skills
Commander skill points are best spent on Basic Firing Training at Tier 1 and Concealment Expert at Tier 5. The tiers in between offer a variety of options for captains to choose from, allowing them to tailor their Akatsuki play in whichever way suits them best.
Tier 2's Torpedo Armament Expertise is always attractive to Japanese destroyer captains. Captains who fear having their engine disabled more will want to consider Last Stand instead. Expert Marksman also offers a significant buff to her turret rotation speed.
Tough choices also abound at Tier 3. Torpedo Acceleration is appealing, lowering her torpedo range to 8.0 km while increasing the top speed of her Type 90 torpedoes to 67 knots. This gives enemies approximately 0.7 seconds less of reaction time. Vigilance is also a good option, allowing Akatsuki captains to avoid enemy torpedoes easier themselves as well as spot them for teammates. Superintendent might also be a good pick for captains who don't wish to spend credits on premium consumables.
Tier 4 brings Demolition Expert, Advanced Firing Training, and Survivability Expert; all excellent choices for destroyers. Survivability Expert helps shore up one of Akatsuki’s bigger weaknesseses: her health pool; Advanced Firing Training improves her main battery range and gives her a larger window from which she can fire her guns and remain undetected. Demolition Expert helps make her main battery guns more effective at lighting enemy ships on fire. All are viable options. Advanced Firing Training likely offers the most generic utility.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★ |
★★★ |
|
|
|
|
|
|
2 |
★ |
★★ |
★ |
★ |
★ |
|
★★ |
★★★ |
3 |
★★ |
★ |
★★ |
|
|
★★★ |
|
★ |
4 |
|
|
★ |
|
★★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Like all destroyers, Damage Control Party II is recommended in order to repair broken modules when under enemy fire. The premium version of Smoke Generator is also a good pick to ensure she can escape when needed. Engine Boost II likely isn't necessary.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Akatsuki with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
For players looking for a competitive playstyle, it is highly recommended to mount the following signals: Juliet Charlie, Sierra Mike, November Foxtrot, Victor Lima, India X-Ray, and Juliet Whiskey Unaone.
Juliet Charlie protects the player from the increased potential detonation chances which India X-Ray and Juliet Whiskey Unaone give. In exchange, the two flags provide a potential increase in damage (+0.5% fire chance and +15% chance to causing flooding respectively). There is no need to worry about Victor Lima's debuff (+4% chance of getting flooding), as Akatsuki is a destroyer and will most likely not survive a torpedo strike.
Sierra Mike provides Akatsuki a healthy boost to her speed (38 kts to 40 kts), and November Foxtrot provides that small but potentially life-saving decrease in cooldown timer for the mounted consumables.
Players looking for a more relaxed play or simply grinding down the line are highly recommended to mount the following signals: Equal Speed Charlie London, Juliet Charlie, Sierra Mike, Zulu, November Foxtrot, and Zulu Hotel.
Again, Equal Speed Charlie London will help speed up the player's XP grind and Zulu will help make a little extra credits for the player during the grind. Sierra Mike will give a more comfortable speed for players who wish to be able to cruise to their next target location during a battle. Juliet Charlie is optional for players who dislike being detonated. November Foxtrot is also optional, but if the player dislikes dealing with a disabled engine, rudder, or other vital module, then this can be coupled with premium Damage Control Party II for a more relaxing play. Zulu Hotel will increase commander training and retraining (if the player chose to use his captain from the preceding Tier VI destroyer Fubuki).Gallery
Akatsuki fires at an enemy Atago from within her smokescreen.
Historical Info
Historical Gallery